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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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mk.jr.fan

How do you make an easy level builder?

10 posts in this topic

Hi! I've been working on my sidescroller space ship shooter (in java) for about a month now and I have the basic components down so far (player, enemies, ect.), but one thing that I have trouble making is an easier level/map builder. Right now I am using a text map editor, but because the size of my game window the text editor gets pretty large (basically 50 lines down and 3,000 lines across).

 

Is there any better or efficient way to make a level builder instead of using just a text map? I haven't put in many of the sprites in for the enemies or players just mostly got the mechanics down.

 

Thank You for any help!

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Is it going to be easy to implement into an existing game?

 

 

EDIT: Actually after having a brief look at the game im not sure if this will help me because in this side scrollershooter the map is basically the only thing moving while the player can move only up and down. Also I would need to place enemies which I'm not sure if this program will do that.

Edited by mk.jr.fan
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You could extend the game itself into a level editor. It's not going to be trivial, but most of the existing code could probably be utilized to support various editing features.

 

For example: Your "scrolling" code can be modified to respond to mouse movements, and you can write some code to spawn enemy ships wherever you click. Then, you can save the position of every object to a file, or you can start playing the current editor session, just to test things out.

 

As I said, it's not going to be trivial, but time invested in good tools is time well spent.

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Actually that's a pretty interesting idea! I think I will consider doing something like this later. Thank you!

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Continue to use a text-file, but instead of having 3000 columns and 50 rows, have 50 columns and 3000 rows. Text editors work much better with this kind of file, you can simply rotate the data through 90 degrees.

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what language? if c++ qt offers some good solutions but it is an entire project in and of itself to make an editor. We are using the qt framework for the GUI portion of the 3d map editor we are making now

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Continue to use a text-file, but instead of having 3000 columns and 50 rows, have 50 columns and 3000 rows. Text editors work much better with this kind of file, you can simply rotate the data through 90 degrees.

I might try that if my own editor doesn't workout. It will be a good backup. 

 

what language? if c++ qt offers some good solutions but it is an entire project in and of itself to make an editor. We are using the qt framework for the GUI portion of the 3d map editor we are making now

I'm using java. Do you know of anything that works with that?

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Wait wait wait.

Screw JavaFX in particular. It's broken big way.

For those kind of apps, I strongly suggest to learn HTML5+JavaScript. I predict it will successfully cannibalize most GUI-driven apps. For as much as I dislike JS: it's very successful.

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